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PvE Condition Necromancer Build?

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Posted by: Lily.1935

Lily.1935

Sinister is your best bet for a pure condition build for PvE. You get the extra power which lets you turtle in DS when you really need to as well as lets you benefit more from effects allies give. It also lets you destroy objects quicker.

That isn’t to say rabid is a bad choice. its still a excellent choice for a condi necromancer. The extra toughness can help allot with people who want to run condi but are not as comfortable with the profession.

Rampagers with a sinister/carrion mix for a hybrid set looks good as well if you want to go that way. But i personally haven’t tried it so my opinion on that is limited.

For Runes. I’d go with rune of the krait, Aristocrat, nightmare, torment or perplexity depending on how you want to run. Although those are just suggestions you can pick whatever you like of course, but that’s my advice. Krait is the easiest and cheapest to get and its a superb choice considering necromancers primary source of damage is bleed.

Wrong Day in: HoT Closed Beta Stress Test?

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Posted by: Lily.1935

Lily.1935

Come on Arena net.

Wrong Day in: HoT Closed Beta Stress Test?

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Posted by: Lily.1935

Lily.1935

I didn’t get an invite.. Come on.. I’m very active in game, on everyday and on the forums a mega ton making tones of posts.

Who's With Me? Switching to Revenant

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Posted by: Lily.1935

Lily.1935

Depends on what they do with the necromancer specialization. If their new mechanic is any good I might not switch. But the revenant is pretty much everything and more I and so many others wanted for the necromancer profession it isn’t even funny.

Foot in the Grave is useless now

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Posted by: Lily.1935

Lily.1935

Personally, I really enjoyed FitG: I really liked playing a shroud bunker in sPvP, and this trait was one of my favorites. It’s really sad to see the nerf it’s taken

The sad part is… I think it was an unintended nerf.

Foot in the Grave is useless now

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Posted by: Lily.1935

Lily.1935

I was hoping anet would fix this trait as its been debated on how good it was with heavy leaning towards bad. And the absent mindedness of this patch just drove this trait into the ground. I wouldn’t take it if it was a master trait. If it was adept I’d consider it but as it stands, no. Not worth taking. Now Soul reaping only really has 1 worthwhile grandmaster.

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

It was not my intention to offend you, Lily. I only meant, from a game economy perspective, imbuing weapons is an extremely attractive gold sink so it should be available to all professions but have very limited dps impact.

I wasn’t looking at it as a special mechanic. I was looking at the story elements of Marjory on what was going on with her. There is a clear distinction between the two. And we should clear up this confusion now. I don’t understand how the confusion even started.

I’m not offended. If I get offended you’ll know. I don’t get offended by forum posts unless its actually something really bad XD

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

If there is any weapon imbuing, all professions will get it and probably through ascended crafting at the cost of an upgrade slot.

Again, I never suggested that. And why would a in-combat ability need to be on all professions?

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

It makes sense for revenant. Original spec channels legends, Rit spec summons them

The ritualist only channeled ancestral legends. at least to my knowledge.

Asura Shoes

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Posted by: Lily.1935

Lily.1935

This is especially annoying when a set comes out that racial armor has a hard time looking good with. Such as Luminescent armor. Which the toes stick out of btw.

Asura Shoes

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Posted by: Lily.1935

Lily.1935

Okay.. This is something that has bugged me for a long long time. And I can’t wear any shoes on my asura outside of racial shoes because either the toes stick out and make them look like hobo shoes or it looks like human feat and just freaks me out. So I have only ever worn the racial shoes on my asura because of this. This bothers me to no end. Maybe I’ll start a Petition for the asura footwear. call it something like “Shoes for Asura”.

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

You also have to remember the imbued greatsword is not really class specific. It is simply story specific to Marjory. There is no evidence that we will imbue weapons with spirits. I took it as a purely story related piece of lore. Its just a coincidence in my opinion.

The greatsword was less of a focus in this one. But Marjory’s detective history where she uses her necromancy to call spirits. You should really read her lore, or if you’re lazy like me, watch woodenpotatoe’s video about her.

Yeah ive read it. I just dont believe we will be seeing weapon embueing. Id say even if we did somehow get ritualists as the spec i dont think we would get anything like that. But im pretty much predicting ritualist will be revenant spec.

Yeah, I didn’t suggest our weapon would be imbued with a spirit.

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

I don’t think its impossible. As you say, Necromancers and Ritualists have a bit of a grey area between them, and Marjory’s greatsword (being imbued with a dead person’s spirit) is pretty Ritualist.

However I don’t think it is likely. Revenant is pretty obviously “Ritualist 2.0”, with Rytlock having gained the power from the Mists and channeling the power of spirits, which is pretty much the special part of Ritualists.

I think at the end of the day, the rest of the “theme” of the specialization will determine it. If the rest of the specialization has to do with spirits then Ritualist makes more sense, but if the rest of it is something like Orders then less so.

So the mists are rather expansive. There is a lot of room for expansion. Remember that its a completely other world. Not just “The after life”. I would like orders. Sanguinemancer isn’t out of the question either.

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

You also have to remember the imbued greatsword is not really class specific. It is simply story specific to Marjory. There is no evidence that we will imbue weapons with spirits. I took it as a purely story related piece of lore. Its just a coincidence in my opinion.

The greatsword was less of a focus in this one. But Marjory’s detective history where she uses her necromancy to call spirits. You should really read her lore, or if you’re lazy like me, watch woodenpotatoe’s video about her.

The Ritualist conspiracy

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Posted by: Lily.1935

Lily.1935

I’m not the first one to think this could be a possibility. It’s been mentioned a few times. A lot of people are paring the ritualist with the revenant, though I’m not so sure that it will be pared with it as its specialization. So I’m going to say that this could be a very real possibility as our specialization.

Primarily the reason people think this is because of Marjory. Looking at the character’s history she as a very strong connection to spirits and the spiritual world. She is a detective and has used her necromancy more as a means to find clues and commune with the dead rather then to reanimate the dead or corrupt flesh like we are currently used to. Then we have further clues with her being of Canthen decent as well as the coloring on her clothing. Notice that it is black, yes but there is a very interesting color choice on part of it. Which is teal. A color associated with the ritualist from GW1. She also has her dead sister’s soul bound to her family sword which seems to give off a bluish aura to it. This is all wild speculation and it could just be a coincidence, but I thought I’d put that out there.

There are disagreements about how they are different. Although ritualist wasn’t a profession before the release of Factions and a few White Mantle Necromancers had the title of “Ritualist”. That doesn’t really mean anything, but Arena Net didn’t go back and rename them to my knowledge, especially playing through those old missions some years after Factions came out.

Now in the lore, this is were it can get a bit tricky. The professions really aren’t very well defined. What skills or trait belongs to what profession has faded over time and doesn’t always mean anything. Communing with spirits is something both Ritualists and necromancers have been known to do. And they even worshiped the same god back in GW1. Their methods may have been different but their end goal seemed to be the same thing. The ritualist was just a bit more specialized with spirits then the necromancer was. There is also the idea that the practices of the ritualist have faded because of the other professions taking on many of their abilities.

Now this is all just a conspiracy theory. I could be grabbing at straws and it could be nothing. But I wouldn’t be surprised if the necromancer’s specialization was in fact the ritualist. I don’t see a lore problem with this either as professions are not as solid and well defined as we, myself included, have previously saw them.

So Anet WILL look into all professions ...

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Posted by: Lily.1935

Lily.1935

I see some adjustments with some traits and skills that see little to no use. Unholy Martyr seems like a prime candidate for changes in the expansion. Along with skills like Corrosive Poison cloud. The entire blood magic line needs some major work in it.

Inventor? Meh...

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Posted by: Lily.1935

Lily.1935

Artificer.

This to me sounds the best.

not happening, as it’s already a crafting profession, and ANet doesn’t need legitimately confusing things to fix for new players.

ah yeah. Totally slipped my mind. strange, as I use that crafting profession allot.

Inventor? Meh...

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Posted by: Lily.1935

Lily.1935

Artificer.

This to me sounds the best.

When can we expect Specializations?

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Posted by: Lily.1935

Lily.1935

After seeing the revenant I think I’m not the only one who worries about the state of the current professions. I’m wondering when we might get our first preview of whats to come for each profession in the coming expansion?

email not registering for HOT mailing list?

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Posted by: Lily.1935

Lily.1935

Bumping. With betas reportedly being soon, I hope this issue will be resolved before we miss out =(

I took all the suggested steps to resolve possible issues and I’m assuming you’ll have to use an email that has an account linked to it to even optionally be considered for betas =( If the only problem is me receiving mails I am probably in the list over 40 times by now…

heh. Yeah, same here. I have tried several times and can’t seem to get it to work. I managed to get into the factions beta some years back, though I don’t know how I managed that. Arena Net was much smaller then though.

Aquatic weapons

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Posted by: Lily.1935

Lily.1935

Logic? in my Guild wars? We can’t have that. There is no logic. Have you seen the size of an asura’s head? HAVE YOU?

Yes and its beautiful 8(

That it is. But that wasn’t my point. A head that size with a body that small wouldn’t work very well in real life. More then likely the asura race would be malnourished or die in child birth. And according to what I’ve read they develop faster then humans, which wouldn’t be possible with the rather slim hips of the asura. Their offspring would need to continue to develop outside of the womb which would mean that they most likely would have a very long childhood. My guess would be that they wouldn’t fully mentally develop until at least in their mid 20s. But thats more a guess pulled out of nowhere. Their calorie intake would have to be quite high relative to their body mass. The bodies would run hot and they’d need a way to cool themselves. Dogs use their tongues, we sweet, some animals use their ears I believe. I could see the asura using both their ears and sweet to keep their massive brains from overheating. Which could make sense in their world why large ears are considered attractive. It could be a sign of good thermal regulation. But then there is also the problem with their spine supporting the head. They seem to be very similar to mammals on earth but we can’t actually call them mammals considering they aren’t earthlings. For simplicity though, we’ll call them mammals. If their bone structure was strong enough to keep their head up like that and their muscles the same way they would still have to eat far more frequently then humans to keep from malnourishment. I imagine the answer to all these problems is “MAGIC!”. So I say, harpoon gun on land can be explained away with magic as well.

Aquatic weapons

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Posted by: Lily.1935

Lily.1935

Harpoon gun simply doesn’t work without water. That is all there is to that. And while I don’t see why spear and trident couldn’t be used on land in the most basic of manners, they would need brand new skills. If you are doing that, why not just bring in brand new weapon types?

Possibly as a gun skin? They might need a different animation to make them really work but it’s not impossible.

However the spears and tridents could be easily adapted to a staff skin.

Staves already ‘share’ some skins with tridents just like rifles ‘shares’ with spearguns, and to the OP about the idea of using spearguns out of water, yea you can but there’s no resistance, like when you’re in water, so the recoil will slap you silly in the face everytime you try to shoot it.
Maybe if we ever get to play as largos or fight against the deep sea dragon they’ll expand upon the underwater combat, but i don’t see that happening any time soon.

Logic? in my Guild wars? We can’t have that. There is no logic. Have you seen the size of an asura’s head? HAVE YOU?

What weapon you DONT-WANT? (Specialization)

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Posted by: Lily.1935

Lily.1935

Necromancer: A dousing rod
Mesmer: piccolo
Engineer: frying pan
Guardian: Pan flute
Elementalist: a rock
Warrior: Chainsaw
Thief: 2 to 5 years
Ranger: A fanny pack
Revenant: scrying crystal

Is HOT going to fix condition stacking?

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Posted by: Lily.1935

Lily.1935

Creating a skill disparity between PvE and PvP that Arenanet has repeatedly stated they want to avoid if possible.

I’d rather they stop trying to make ye olde MMO epic boss encounters in a combat system that doesn’t support them, and rather aim for encounters that are more PvP-like in nature, so the balancing makes sense.

Guild wars 1 taught us that what you want is a pipe dream. The ai in GW1 functioned far similar to players then it does in GW2. And it just wasn’t possible there. the Ai and a player in GW2 are as different as night and day.

I agree Naqaj, I wish they’d do that too. (If I’m understanding what you’re saying.)

Lily, why do you say GW1 taught us its a pipe dream?

I enjoyed the PvE fights much more in GW1. (I don’t play PvE in GW2 for the reason that I don’t find it fun.)

Rather than one giant mega boss with a huge health pool, there were numerous strong enemies. And waves of enemies that would come in.

I’m not sure if that’s what you all are talking about but that’s the way I would want it.

Enemy NPCs in GW1 were limited to the same mechanics as the player. They often were restricted to no more then 8 skills though a few bosses went as high as 10 skills. most had 6. But they use the same skill restrictions. They were so close to players that in War in Kryta and Winds of Change the devs actually gave player designed builds for PvP and PvE to the NPCs we fight. And even with how similar the NPCs and players were it still needed to be split. The game suffered way too much without the split and after it made both PvE and PvP very health.

With GW2 the enemies are nothing like the player. Not even like a ghost of the player like GW1 had. They don’t have adrenaline, Death shroud, Kits, they don’t strife, they don’t dodge, they don’t stunbreak, they hardly move. If GW1 needed I don’t see how its maintainable in GW2.

Aquatic weapons

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Posted by: Lily.1935

Lily.1935

Harpoon gun simply doesn’t work without water. That is all there is to that. And while I don’t see why spear and trident couldn’t be used on land in the most basic of manners, they would need brand new skills. If you are doing that, why not just bring in brand new weapon types?

Harpoon guns can be used on land. They’re most often mounted to a boat but they could be used. I wasn’t going to discuss the idea of expanding the weapons we should be able to use underwater but what the heck, I’ll mention it. I think underwater combat should have more weapons available to it as well as aquatic specific utility, elites and even healing skills. But thats a really large conversation for another time.

As for the spear and trident. I think they are the easiest to adapt to land.

Aquatic weapons

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Posted by: Lily.1935

Lily.1935

I find it kinda disappointing that we have 3 whole sets of weapons that see very little use in the game. So much so that these weapons have been left out of the designs for future black lion weapon skins. It just comes from the territory of being locked into the least liked mode of gameplay in the game.

But what if they don’t need to be locked like that? It wouldn’t be too big of a leap for arena net to establish these weapons on land. I’m not saying “Copy paste” the skills at all. That wouldn’t work considering many of them have skills that require the XYZ access. But using these weapons on land could help prevent these often really cool and interesting weapons from being forgotten in the depths. I imagine using a trident to summon minions on my necromancer. Or a spear on my guardian to stack conditions. A very different function then what they had underwater but interesting all the same.

This is something I hope they do before HoT. And I started thinking about this after that MASSIVE tease in both trailers with the spears.

Confessions

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Posted by: Lily.1935

Lily.1935

My confession? I main Necromancer out of nostalgia but I don’t actually enjoy the profession all that much because it doesn’t actually play anything like its GW1 counterpart.

I prefer condi over power in PvE even though power is better.

WvW gives me a headache.

I love the asura race but absolutely hate the serious lack of gendered options for females and that their toes almost always stick out of the side of their shoes. And when they don’t stick out it looks really weird to me so I always use racial shoes on them regardless of armor style.

I want the tengu to be a playable race but I would only end up leveling one up for the cultural armor.

I’ve spammed revive orbs out of impatient.

Is HOT going to fix condition stacking?

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Posted by: Lily.1935

Lily.1935

Creating a skill disparity between PvE and PvP that Arenanet has repeatedly stated they want to avoid if possible.

I’d rather they stop trying to make ye olde MMO epic boss encounters in a combat system that doesn’t support them, and rather aim for encounters that are more PvP-like in nature, so the balancing makes sense.

Guild wars 1 taught us that what you want is a pipe dream. The ai in GW1 functioned far similar to players then it does in GW2. And it just wasn’t possible there. the Ai and a player in GW2 are as different as night and day.

Is HOT going to fix condition stacking?

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Posted by: Lily.1935

Lily.1935

Doubtful. Conditions are being balanced for PvP as far as I can tell and there is no sign of that changing.

confusion was buffed for PvE.

AngryJoe Interview - HoT Questions for Devs?

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Posted by: Lily.1935

Lily.1935

Will there be another tier of cultural armor? perhaps special weapons, armor, foods and back pieces that can only be crafted by specific races for example?

What sort of content can we expect moving forward after HoT? How will the living world story be handled for the players who don’t buy HoT? how will it be handled for those who do?

Would you ever consider adding larger parties so while I’m roaming with friends I’m not limited to just 5 of us?

What if I don’t want to use a specialization? How might I be competitive with other players who do decide to use them?

I found the personal story to feel less personal and more scripted as the game progressed. Will we see more empathizes on your choices when creating a character such as for human if you are devoted to Lyssa or born a commoner?

(edited by Lily.1935)

Old Professions and new Tech

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Posted by: Lily.1935

Lily.1935

Its my main. Minions are a pretty big issue with the profession. They are extremely buggy. Some skills don’t track properly, but that issue is shared between other professions as well.

Ah yes, I tried them once and couldn’t find a use for them in my playstyle so I didn’t look into them much. I did hear about their lack of good AI but always likened it to that of the Ranger pet (my main) but with less positional control.

But if I may nitpick slightly, just because one part of the Necromancer doesn’t work well and is buggy, doesn’t mean they’re in a bad place balance-wise. I play WvW a lot and regularly see both condition and power Necromancers hold their own and completely overwhelm opponents of various other classes.

I’m not saying they’re perfect or that they can’t be improved a lot, but for balance as a whole, they’re not bad.

WvW is really the only place necromancers preform well in. In PvE they are literally in 8th place. And in PvP they don’t see wide spread play on the higher end of things. Mainly because they have a gaping hole in their defenses that makes them need a babysitter at all times in order to be effective.

(edited by Lily.1935)

Old Professions and new Tech

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Posted by: Lily.1935

Lily.1935

The “new tech” will be applied to new skills and traits, they’ve stated that the new specialisations for the base classes will also be utilising the new tech.

No word on if old skills and traits will be changed to adapt to it, but I doubt they’ll rework the base classes at all since they’re in a relatively balanced state.

Necromancers are not balanced. Not in any sense of the word. We are an absolute mess. Completely and thoroughly. We’re too good when we’re good and horrendous when we are bad. Half our skills don’t even work properly and we have nothing we particularly excel at over another profession.

I did say “relatively”, the Necro has some builds that work. I personally haven’t had any issues with my Necromancer but I haven’t tried many builds with him so I couldn’t say it’s perfect.

Its my main. Minions are a pretty big issue with the profession. They are extremely buggy. Some skills don’t track properly, but that issue is shared between other professions as well.

Old Professions and new Tech

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Posted by: Lily.1935

Lily.1935

The “new tech” will be applied to new skills and traits, they’ve stated that the new specialisations for the base classes will also be utilising the new tech.

No word on if old skills and traits will be changed to adapt to it, but I doubt they’ll rework the base classes at all since they’re in a relatively balanced state.

Necromancers are not balanced. Not in any sense of the word. We are an absolute mess. Completely and thoroughly. We’re too good when we’re good and horrendous when we are bad. Half our skills don’t even work properly and we have nothing we particularly excel at over another profession.

Where might we get Resistance?

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Posted by: Lily.1935

Lily.1935

That awful blood trait that pulls conditions might give us a second or two of resistance.

Other than that, I don’t see resistance on the necromancer.

Elsewhere, I see resistance coming from changes to blasting fields, new weapons, auto-immune response on Engineer, and Diamond skin on elementalist.

you mean you don’t see the necromancer getting any defensive abilities? Why not?

Where might we get Resistance?

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Posted by: Lily.1935

Lily.1935

The new mechanics are only guaranteed to be available on new content. They have not made a single promise or even mention of reworking old skills with the exception of the stability change. Traits are a separate deal, they have said they were going to go over them.

But realistically if they don’t rework old skills to have not only the new boon/condition/taunt but also the new targeting mechanics, old skills are going to feel incredibly boring compared to the new ones.

Well, considering their track history with this game. If they don’t implement them into the base profession at launch it will be about half a year of nearly unused skills and traits form all professions to realize that they actually have to apply the new technology to old skills to prevent stagnation.

We’ve already seen examples of this with torment application.

Lets Chat: Revenant Masters of the Mist

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Posted by: Lily.1935

Lily.1935

I know the Revenant has been on the table for a while, I just wanted to point out the coincidence (and so you know how excited I am to see my “dream profession” come to life ^^)

And the necromancer fades into memory… Yeah, the revenant sure got everything the necromancer community has been asking for for 2.5 years… Dream profession… yeah…

Where might we get Resistance?

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Posted by: Lily.1935

Lily.1935

Maybe on Reaper’s Touch
-Send out a scythe that bounces between foes and allies. Causes vulnerability on foes and regeneration and resistance on allies.-
1 sec resistance per hit if it lands on a allied target, so you can bounce it between yourself and 1 teammate to stack 3 sec resistance on him and 2 sec on yourself.

Currently there is little incentive to use this skill on allies as bouncing it between foes is much better, so this would give it some diversity.

EDIT: i remember reading a red post that said that the new boons/conditions will be available to specializations only, not the base professions (outside of revenant)

can you link the post? because I haven’t heard anything like that.

Where might we get Resistance?

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Posted by: Lily.1935

Lily.1935

Perhaps Master of Corruptions gives some Resistance when a Corruption is used? The trait right now is a little underwhelming compared to Terror, Spectral Attunement, and Banshee’s Wail.

For untraited uses, I think it’s most likely on Plague. You’re a hovering ball of disease then. How can that bleed?

I really hope so. Plague might get it. I thought about elite skills before, but I didn’t want to say anything about it.

Personally, 3 seconds of resistance on corruption activation would be great. 2 would be fine, but I think 3 would be perfect.

Where might we get Resistance?

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Posted by: Lily.1935

Lily.1935

Just to avoid confusion, the boon is called Resistance, not resilience. That said, I think some sort of a Resistance boon gain on corruption skills tied to a corruption trait might be good.

The problem I see, is we’d essentially be training for a baseline mechanics of Revenant. It’s sort of unfortunate, I feel they’re sort of a more modern/polished approach to the same GENERAL idea. I don’t think having it though is quite as necessary as it is for the rev because at the very least, we do get rid of them quite well. I think revs have so much resistance because they don’t have much actual removal.

Thanks, I caught that and changed it. Also, we haven’t seen all their skills yet and I think they will have much more condition removal through other legends.

Where might we get Resistance?

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Posted by: Lily.1935

Lily.1935

As a necromancer main I’m always thinking about how new stuff could change the dynamic of our profession. I share this with a few of you I’m sure. I don’t think our old abilities will be forgotten with the expansion and I imagine the base profession will be updated with some of the new mechanics. So here is my speculation on how we might get resilience.

The first area I see it being implemented in is through traits. To me this is the easiest way to go about it. The necromancer has a mega tone of traits that see little to no use. Allowing us to gain resistance through traits is probably what we can at the very least expect. Given the revenant profession having a trait for using Mallyx skills to give it I think its very likely we’ll be seeing either old traits giving it through corruptions or even master of corruption applying it on activation.

Another area I could see it is in weapons. Some weapons are pretty lacking for the necromancer. And some just don’t provide the support they used to. The staff seems to be the best candidate for applying this new boon to allies seeing as it lost quite a bit of its support capabilities after Putrid mark was nerfed to only pull conditions from you rather then allies.

I could see the boon playing a major part of our blood or death line as these are our survival lines and its a very survival based boon. This could also help with some of the problems with minions. Being able to give them this boon could be quite good.

Will we have some old utility skills get this boon? its hard to say but I imagine both Plague signet and Gathering Plague would get this boon because of the very nature of those skills.

This is just my speculation, what are you guys thoughts?

(edited by Lily.1935)

Stability will Stack Intensity not Duration

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Posted by: Lily.1935

Lily.1935

I’ll put my opinion in. I think the stability change will actually be a really good thing for the necromancer. We’ve often talked about wanting more stability and having easier access to it. Since its going to be seriously weakened I think its fair to say we could be given far more access to it. Well of Power generally only gives you 1 attack to keep from being stunned from. So now it might last longer, like 5 seconds so we don’t have to shoot for that short window of time. Or it can pulse allowing us a couple of stuns to help us. Foot in the grave has been pretty underwhelming and we will have to see a major change with that trait. It could become extremely good.

An interesting change is that elite skills will have to change. But how much it’ll effect them I’m not quite sure. There is definitely going to have to be a change in that area and its probably the biggest point of concern for me. Not necessarily band concern but still concerned.

Revenant Getting What We've Always Wanted?

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Posted by: Lily.1935

Lily.1935

Yep. Revenant is everything the necromancer should have been. its quite frustrating.

What Legendaries Are You Hoping For?

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Posted by: Lily.1935

Lily.1935

Oh. I thought of another one that would be cool. I’d like to see a warhorn that’s has a frog on it with its chin puffing out when you blow into it and it makes a ribbet sound. When you walk it should leave lily pads behind you with a lotus blooming on top before fading away.

Mallyx and Contagion

in Guild Wars 2: Heart of Thorns

Posted by: Lily.1935

Lily.1935

Well that is not the first time that necromancer gets the short stick. Remember http://wiki.guildwars.com/wiki/Weaken_Knees and if we look how mesmer can apply torment better then necromancer it makes me kinda sad. And its not that other professions have access to torment, it is that necros can only apply it on a long cooldown, while mesmers get it on an autoattack.

Necromancer needs better access to torment. As well as access to confusion.

http://wiki.guildwars.com/wiki/Cacophony
http://wiki.guildwars.com/wiki/Insidious_Parasite
http://wiki.guildwars.com/wiki/Price_of_Failure
http://wiki.guildwars.com/wiki/Spiteful_Spirit
http://wiki.guildwars.com/wiki/Spoil_Victor
http://wiki.guildwars.com/wiki/Soul_Leech

Yeah, but technically necromancer have access to confusion (e.g. staff 1 though spectral wall).

yeah, thats like saying that the color black in magic the gathering has access to enchantment removal through phyrexian obliterator . Although technically true, not a compelling argument in its access.

Esper Charm
Golgari Charm
Mortify
Pernicious Deed
Punishment
Quagmire Druid
Sultai Charm

Just saying :p

all of those require something besides just black. So, not mono black.

Mallyx and Contagion

in Guild Wars 2: Heart of Thorns

Posted by: Lily.1935

Lily.1935

Well that is not the first time that necromancer gets the short stick. Remember http://wiki.guildwars.com/wiki/Weaken_Knees and if we look how mesmer can apply torment better then necromancer it makes me kinda sad. And its not that other professions have access to torment, it is that necros can only apply it on a long cooldown, while mesmers get it on an autoattack.

Necromancer needs better access to torment. As well as access to confusion.

http://wiki.guildwars.com/wiki/Cacophony
http://wiki.guildwars.com/wiki/Insidious_Parasite
http://wiki.guildwars.com/wiki/Price_of_Failure
http://wiki.guildwars.com/wiki/Spiteful_Spirit
http://wiki.guildwars.com/wiki/Spoil_Victor
http://wiki.guildwars.com/wiki/Soul_Leech

Yeah, but technically necromancer have access to confusion (e.g. staff 1 though spectral wall).

yeah, thats like saying that the color black in magic the gathering has access to enchantment removal through phyrexian obliterator . Although technically true, not a compelling argument in its access.

Mallyx and Contagion

in Guild Wars 2: Heart of Thorns

Posted by: Lily.1935

Lily.1935

It almost sounds like the Revenant might also be better and punishment and control than the mesmer

Let’ wait and see I guess.

that isn’t going to happen. The mesmer is far far better then the revenant sounds. My worry is that the revenant will become the profession that the necromancer SHOULD have been.

Slow and Resistance

in Necromancer

Posted by: Lily.1935

Lily.1935

Personally I think the addition of both of these is a great thing for the game. I’ve suggested before that in order to improve condition meta game there needs to be a boon to counter conditions. Although Resistance is a much harder counter then I’ve suggested I don’t see it really being a problem for us in the long run. As for slow, this is an interesting one as well. The necromancer was known for reducing attack speed while the mesmer was more known to reduce cast time. This seems like something we could be getting.

Both of these are something that the necromancer should have access to. Although we haven’t ever benifited much from suffering from a condition in the past that is something that could change and something we could share with the Revenant. Anet tried having positive effects from suffering from a condition before back in GW1 but it never really took off. I don’t expect it to do much here either. Still the idea is an interesting one.

The necromancer is the best at pulling conditions from allies in this game. Although the skills to do so are often lack luster, we basically win this one on quantity not quality. With Resistance I could see are using far more heavy play with this. And it is a boon we should have a lot of easy access to. Perhaps more so in the blood line then any other. Seeing as that line gets so little love.

As for slow, this is something we sorely need. Although not everyone will agree with me, it doesn’t seem that we will be getting more stability any time soon and having a way to reduce damage in anyway possible will be more then helpful to us.

For those who don’t think this is a necromancer condition… here you go.
http://wiki.guildwars.com/wiki/Faintheartedness
http://wiki.guildwars.com/wiki/Meekness
http://wiki.guildwars.com/wiki/Shadow_of_Fear

Also the argument can be made that forcing a foe to go through rigamortis while still alive. This is very necroish so i see no reason why we couldn’t have it.

Revenant Getting What We've Always Wanted?

in Necromancer

Posted by: Lily.1935

Lily.1935

I’m really really trying not to be bitter about this. I really am. But by grenth is that hard to do. If anyone has been following my posts for a while, they’ll see a very big similarity between my contagion suggestion and the Mallyx demon stance.

Mallyx and Contagion

in Guild Wars 2: Heart of Thorns

Posted by: Lily.1935

Lily.1935

Well that is not the first time that necromancer gets the short stick. Remember http://wiki.guildwars.com/wiki/Weaken_Knees and if we look how mesmer can apply torment better then necromancer it makes me kinda sad. And its not that other professions have access to torment, it is that necros can only apply it on a long cooldown, while mesmers get it on an autoattack.

Necromancer needs better access to torment. As well as access to confusion.

http://wiki.guildwars.com/wiki/Cacophony
http://wiki.guildwars.com/wiki/Insidious_Parasite
http://wiki.guildwars.com/wiki/Price_of_Failure
http://wiki.guildwars.com/wiki/Spiteful_Spirit
http://wiki.guildwars.com/wiki/Spoil_Victor
http://wiki.guildwars.com/wiki/Soul_Leech

Mallyx and Contagion

in Guild Wars 2: Heart of Thorns

Posted by: Lily.1935

Lily.1935

I’ve actually suggested multiple condition based things that could give the necromancer a real choice, seeing as the necromancer should have really big and hard choices with a condition build. And currently we don’t. I’ve suggested a grandmaster trait that functions like Contagion but only while in death shroud. I’ve also suggested a trait that transfers all condition from your target to all nearby foes when it dies. And last but not least, I’ve suggested the disease condition since that was a really cool condition from GW1 that should be in GW2.